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2005-07-24 - switch displistmesh_to_mesh to just dupalloc the mface'sDaniel Dunbar
- added verteCos argument to sbObjectReset, lack of this was causing softbody objects to not be initialized with deform - made convert-to-mesh option call DAG_scene_sort, prevents crashes due to obsolete object pointer
2005-07-24When entering editmode on Armature, the Pose now defaults to a correctTon Roosendaal
restposition, also for deform and bone childs.
2005-07-24Bug fix #2856Ton Roosendaal
Changing 'active material' in Editing Buttons didn't update preview in in Material Buttons.
2005-07-24NLA strip option "Add" accidentally also added constraint ipo values.Ton Roosendaal
Result was characters going bezerk! By definition, pose blending now only adds loc/rot/size, not constraint strength values.
2005-07-24Armature-Pose IK goodies!Ton Roosendaal
- Added option to the IK buttons, to have it use the 'tip' as end of the IK chain. I never really understood this old convention (IK didn't work on the Bone itself). Old files still will read OK though. But I made the "To Tip" a default when adding new IK constraints. - Hotkey CTRL+I: add IK, with option to have it adding an Empty target, or use a selected Bone as target. With the new non-modal PoseMode, it gives instant access to playing with the IK chain. - Hotkey ALT+I: clears IK, on all selected Bones - Hotkey ALT+C: clears Constraints on all selected Bones (incl IK)
2005-07-24GCC 4 didn't like static function after non static prototype. Moved ↵Martin Poirier
prototype to c file and added static to it.
2005-07-24Removing "Custom" as a menu entry in 3D view header (ztonzy spotted that).Martin Poirier
2005-07-24Missing include file from commits. (tsk)Martin Poirier
2005-07-24Some stuff slipped in header_view3d.c too. Thanks to basse for spoting that ↵Martin Poirier
quickly.
2005-07-24Big Transform Manipulator MergeMartin Poirier
*NOTE*: Some UI decision done in this commit will most likely be revised, all flame shall go in /dev/null. Constructive discussions of course welcomed. This commit merges manipulator orientation selection back in "traditional" transform. That's how it works: - The dropdown in the 3D view header is always visible - The orientation chosen will be used when choosing an axis with MMB and for the *second* key press of X,Y,Z However, Local orientation doesn't use the one calculated by the manipulator. This is to ensure that multiple object local and armatures in pose still works as before. - Alt-Space (to change the orientation) works during transform New Transform orientation: View, using the view axis. Fixes for the following bugs: - Constraint projection code "jammed" if input vector was <0,0,0>, reported a couple of times on IRC. Thanks to Basse for the example file. - Transform on texspace crashed on objects without texspace data (camera, lamp, ...). This was reported in tracker. - Numinput with lock constraints didn't work correctly. Reported on elysiun Probably some others that I'm forgetting I also moved a couple of functions around in an attempt to make things clearer.
2005-07-24- Armature editmode now supports lasso. Please be aware that in editmode,Ton Roosendaal
armatures actually only consists of points, flushing bone selection based on points that are selected. Renamed the "Lines" drawmode for bones to "Sticks". Thanks Basse! :) - Fix; crash in selecting in editmode armature (commit 1 hour ago) - Fix; in editmode, bones didn't transform (same commit) - Fix; in drawmode "Sticks", names could go weird in editmode (commit two days ago)
2005-07-23 - added ModifierData flag, is modifier enabled in editmodeDaniel Dunbar
- added modifier type flag: should modifier be enabled by default for active in editmode - added subsurf "debug incremental" option instead of G.rt==52 (it becomes a slightly useful feature now for debugging how well a modifier works with incremental subsurf... maybe important for future python modifier developers) - shuffled modifier button layout just to keep people guessing - switched back to drawing editmesh face centers not through derivedmesh, I didn't think this one through, forgot that centers were also used for selection. have to think about what to do about this, should be either (a) don't draw centers with a cage active (optimal mode) or (b) come up with api to draw centers through derivedmesh and also handle selection. - changed recalc_editnormals to also follow the len(no)==0.0 use vertex co convention
2005-07-23 - change mesh_calc_normals to set vertices with len(no)==0Daniel Dunbar
to normalised coordinate (convention in blender, helps with halo) - removed vertexnormals(), vertexnormals_mesh() - removed CTX_NO_NOR_RECALC (always assume already calculated) - change NMesh.c to call mesh_calc_normals - chance load_editMesh to call mesh_calc_normals after done converting instead of using editmesh normals - update recalc_editnormals to also calc vertex normals (whats 4 more adds and a sqrt among friends) Its hard to believe, but it just might be the case that there are only two places mesh normals are calculated now (renderer and kernel)
2005-07-23Killed silly modal PoseMode mode! :)Ton Roosendaal
- PoseMode now is a state Armature Objects can be in. So, while in PoseMode for an Armature, you can just select another Object or Armature. - The old PoseMode options (transform, insert keys etc) are accessible with making the Armature Object 'active' (and have object in PoseMode). - At this moment no multiple Poses can be transformed/edited at the same time. - The old hotkey CTRL+TAB, and view3d header menu, still work to set an Object's PoseMode It was quite a lot recode, so tests & reports are welcome. Oh, as a bonus I added Lasso Select for Bones in PoseMode! It selects using only the line between root and tip of the Bone.
2005-07-23 - cleaned up calc_vertexnormals, did unnecessary temporary array allocDaniel Dunbar
and passed over faces twice - changed init_render_mesh to *always* call calc_vertexnormals. Vertex normal calculation is insignificant time wise in comparison to modern renders so it wasn't a big savings anyway, and vertex normals were sometimes incorrect. Still issue remaining regarding what to do with wire normals.
2005-07-23 - removed mface->puno flags, was only used to flip normals in displayDaniel Dunbar
and this is better left to user (whee this was a fun commit! so much deleting!) - removed mesh_calculate_vertex_normals (replaced by mesh_calc_normals)
2005-07-23added bandoler's SConscript file for BulletErwin Coumans
2005-07-23Added code in loopcut to undo cut if edgeslide was cancelled. (For you Chris!)Johnny Matthews
Also Added some code for UV's in subdivide. This is close, but still is not perfect :(
2005-07-23Added point.c to the SConscript fileJohnny Matthews
2005-07-23_update to msvc7 project_Joseph Gilbert
- added point to python ps - the point commit remove vector division as it is undefined
2005-07-23_new point class and update_Joseph Gilbert
- adds a new point class * point/ vector math (p + v = p, p - p = v, etc.) * points can be transformed by matrices/quats * wraps 'place vector' type vectors that have no magnitude - wrapped toXXX() methods work correctly * toXXX() will NOT wrap data (this is due to the fact that wrapped data cannot be converted) * added a 'wrapped' attribute to mathutils classes to determine wether the object is accessing python or blender data - added the ability to negate vectors/points with "-vec" * deprecated vector.negate() - added the ability to shorhand inverse matrices with "~mat" (tilde) - conversion between vector/point with toXXX() methods
2005-07-23 - added DerivedMesh.drawMapped{VertNormals,FaceNormals,FaceCenters}EMDaniel Dunbar
functions and implementation for EditmeshDerivedMesh - switch drawobject to drawing normals/centers through the DerivedMesh - added G_DRAW_VNORMALS flag and button, implementation is not yet complete because editmesh normals are not updated regularly - switch editmesh draw buttons to use uiDefButBit (can't we get some monkey to convert all of the uiDefBut calls with TOG|BIT type? It makes grepping the source much nicer)
2005-07-23 - fix a bug with softbody, verts were copied out of order (meantDaniel Dunbar
history was lost... I think, dunno this code well.) - commented out code to do merging of quad with 3 verts shared in mirror mode... didnt seem worth the effort and mesh still wasnt perfect afterwards - bug fix, indices for triangles were not swapped correctly in mirror, could lead to crash with subsurf in editmode
2005-07-23 - agh!!!! horrible code alert!!! pushdata/popdata in build_particle_systemDaniel Dunbar
actually copy Object data and then store it back later. Of course this means changes to object during the call are lost (and very hard to track down). Eekadoodle! Oh yeah, actual commit was to move call to fetch derived mesh above pushdata, because this call can alloc cache's in the Object (which won't get freed later if it is after pushdata)
2005-07-23 - move build_particle_system to makeDispList, it was getting calledDaniel Dunbar
recursively in certain situations. needs review.
2005-07-23Events added for:Ton Roosendaal
- clear parent (didn't do a recalc data for deformed objects) - add/remove object name in modifier menu (redraw event)
2005-07-22Error in drawing of new armature options;Ton Roosendaal
bglPolygonOffset(0) was accidentally called without it being set before, causing window matrix to go weird. :)
2005-07-22Motion blur didn't work for Object Ipos (rest worked OK), so simpleTon Roosendaal
fix. :) Also removed the ugly old 'update for newframe' from renderwin.c, the new call scene_update_for_newframe() does it much friendlier.
2005-07-22 - moved mesh_getVertexCos to mesh.c and prototypedDaniel Dunbar
- make mesh_modifier build vertex locations on demand
2005-07-22aCVS: ----------------------------------------------------------------------Erwin Coumans
added minkowskisum in the raytrace demo update vc8 projectfiles
2005-07-22 - got fed up with not being able to put a breakpoint on MEM_Daniel Dunbar
errors, switched MEM_set_error_stream to MEM_set_error_callback that calls a function to print result instead of just giving a FILE * Note: requires intern recompile
2005-07-22 - bug fix, old files with me->subdiv==0 crashed, fix to make sure theyDaniel Dunbar
don't crash and also changed patch to properly init SubsurfModifierData
2005-07-22_update to msvc7 project files_Joseph Gilbert
- adds new files for modifer - removes build from python - hopefully fixes the mac line endings
2005-07-22 - added data arguments to deformer modifiers, in case someone wantsDaniel Dunbar
to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 - add ID.h and correct dna.c locations for my projectilesDaniel Dunbar
2005-07-22 - put {} around the various minmax defines... this was a nice bughuntDaniel Dunbar
2005-07-22Fix for bug #2766: Shear shortcut brokenChris Burt
The problem is that the shear shortcut that was originally chosen was eaten up by the shortcut to switch to the scale blezmo. Changed the shortcut to CTRL + ALT + SHIFT + S which is painful but seeing as how shear in object mode has limited use, I don't think it will cause any real problems. I also updated the menu entry to match. This was assigned to Martin but he's busy so I did it... and if I did it wrong... blame him for not fixing it sooner ;)
2005-07-22 - bump blender versionDaniel Dunbar
- warning fixes (unused vars) - added do_lib_versions for patches that need to happen after linking and updated some patches. There are still issues where patches can go wrong, particularly if an Object is linked from another file. However, this should fix all crashes.
2005-07-22New drawmode for the Armature geeks!Ton Roosendaal
It was noticed that Bones dont perform well in 'xray' drawing, for that purpose a very minimal style would serve best. This new option "Line" draws a solid line with bitmap circles in endings. http://www.blender.org/cms/Armature_draw_modes.629.0.html Or temporal pics: http://www.blender.org/bf/rt1.jpg http://www.blender.org/bf/rt.jpg
2005-07-22 - add comments to BKE_DerivedMesh.h about which functions are called in ↵Daniel Dunbar
editmode - gcc warning fixes - start work to make CCGDerivedMesh able to run in object mode (hint: more speed improvements) - fix modifier move down tooltip
2005-07-22 - shuffled editmesh derived function name/functionDaniel Dunbar
- added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 - changed GetRawFromObject to always return mesh name/info... thisDaniel Dunbar
is a behavior change from prev releases, used to be only NMesh that were not from a subsurf would have name...
2005-07-21Tsk, noob mistake in intrr's radiosity commit (not collecting invisible faces).Martin Poirier
Didn't check pointer, so it crashed if the mesh didn't have TFaces.
2005-07-21 - apologies, made stupid newbie error in makesdna change (I'm blushing),Daniel Dunbar
which majorly borked DNA and meant crashes everywhere. (C pointer arith, you know)
2005-07-21 - add my private version of VC7 project files... they are a lot betterDaniel Dunbar
for actually working on blender than the standard ones: - all files are in one project, makes include directory maintainence much much easier - builds faster because VS.net doesn't build multiple projects fast (builds in 2 minutes on my athlon 1.5) - warnings settings are tweaked so that in debug mode only important and non-overwhelming ones show up - debug compile is incremental (speedy, one line change builds are about a second)
2005-07-21 - add option argument to makesdna for path within which to lookDaniel Dunbar
for DNA includes instead of assuming run from in source dir - remove casts to long before comparing pointers (warning fix)
2005-07-20 - renderer always goes through DerivedMesh atm, means no needDaniel Dunbar
to recalc vertex normals (can be assumed good)
2005-07-20 - readfile incorrectly increased user count for Lattice & CurveDaniel Dunbar
modifier objects - make unlink_object clear Lattice & Curve Modifier object references - add expand_modifiers for liblinking There really needs to be a more consistent and unified way of dealing with datablock references between objects. It should be possible to make this generic so that lib_link, expand_, DEP graph, unlink, oops and maybe outliner can use a single API. The code to deal with this is too bulky and error prone at the moment.
2005-07-20 - fix convert XXX _to mesh to recalc mesh dataDaniel Dunbar
2005-07-20added the Elsevier CDROM license to one file. This still allows to use the ↵Erwin Coumans
software for any purpose, commercial or non-commercial.